Teleporters: Difference between revisions
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SciF1Qizard (talk | contribs) Added the very basics of the teleporter page, needs more images and more details on stats. |
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[[File:Engybuild.png|right|400px|The Engineer setting up a teleporter]] | [[File:Engybuild.png|right|400px|The Engineer setting up a teleporter]] | ||
'''Teleporters''' are a type of building that can be constructed by an [[Engineer]] using the [[PDA| | '''Teleporters''' are a type of building that can be constructed by an [[Engineer]] using the [[PDA|Construction PDA]]. Two buildings make up a complete and functional Teleporter set: the '''Teleporter Entrance''' and the '''Teleporter Exit'''. Both ends appear as team-colored devices that rotate quickly to form glowing, circular pads. | ||
When a teammate or the Engineer himself steps on a fully charged Teleporter Entrance, the player is transported to the corresponding Teleporter Exit in a flash of team-colored particles. After a period of charging depending on the Teleporter level, it can be used again. Please note that only one player can use a Teleporter Entrance at a time, and the player must stand still. If there is more than 1 player on a Teleporter entrance, nothing will happen. | When a teammate or the Engineer himself steps on a fully charged Teleporter Entrance, the player is transported to the corresponding Teleporter Exit in a flash of team-colored particles. After a period of charging depending on the Teleporter level, it can be used again. Please note that only one player can use a Teleporter Entrance at a time, and the player must stand still. If there is more than 1 player on a Teleporter entrance, nothing will happen. | ||
Teleporters allow for the constant reinforcement of a frontline away from the Engineer's spawn. When fully upgraded, respawned teammates can be back on the front lines many times faster than walking or even most special [[jump]]s. A team can have their offensive push or defensive hold fall if they lack the manpower, while a well-place Teleporter Exit can apply | Teleporters allow for the constant reinforcement of a frontline away from the Engineer's spawn. When fully upgraded, respawned teammates can be back on the front lines many times faster than walking or even most special [[jump]]s. A team can have their offensive push or defensive hold fall if they lack the manpower, while a well-place Teleporter Exit can apply constant pressure or sneak teammates behind enemy lines. | ||
== Functionality == | == Functionality == | ||
Both the Teleporter Entrance and Exit require 50 metal to build. While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. These are to visually distinct them from each other while placing. | Both the Teleporter Entrance and Exit require 50 metal to build. While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. These are to visually distinct them from each other while placing. | ||